Djmarcus44
Smash Journeyman
- Joined
- Sep 25, 2015
- Messages
- 478
I will put in some more combos and details soon. I haven't used laser blaze, or stealth burst yet so it would be better if anyone could contribute some combos for those moves.
This is the guide for the maximum damage potential from each move. Damage is calculated with the base 1v1 values. Throw combos are covered at the beginning of this post. Grenade, flame pillar, missiles and bomb drop are also covered above.
1. Dthrow to Nair 20.4% (true at low to either mid or high percents depending on the opponent. You will have to dj with the nair to maximize the window for the combo)
2. Dthrow to bair 24% (It was considered true on the combo counter before it was updated. can frame trap at low to mid percents. This is especially effective on DI out.)
3. Uthrow to nair 27.6% (true at low to either mid or high percents depending on the opponent)
4. Uthrow to up uair 31.2% (It is tight on frames, but true at kill percents. Optimal DI might take away a frame of advantage, but most characters don't have frame 1 options. I have another thread for percents. It can kill Pichu at 65 and Bowser at 115. At mid percents, uthrow to shff up air can be used to follow up with up tilt or another grab. Uthrow to shff up air was true before 4.0.0).
5. Dthrow to absorbing vortex 13.2%
6. Fthrow to dash attack 21.6% (true on some characters around 10-20 percent).
7. Dthrow to utilt 20.4% (at low percents on fastfallers).
2. Dthrow to bair 24% (It was considered true on the combo counter before it was updated. can frame trap at low to mid percents. This is especially effective on DI out.)
3. Uthrow to nair 27.6% (true at low to either mid or high percents depending on the opponent)
4. Uthrow to up uair 31.2% (It is tight on frames, but true at kill percents. Optimal DI might take away a frame of advantage, but most characters don't have frame 1 options. I have another thread for percents. It can kill Pichu at 65 and Bowser at 115. At mid percents, uthrow to shff up air can be used to follow up with up tilt or another grab. Uthrow to shff up air was true before 4.0.0).
5. Dthrow to absorbing vortex 13.2%
6. Fthrow to dash attack 21.6% (true on some characters around 10-20 percent).
7. Dthrow to utilt 20.4% (at low percents on fastfallers).
1. Fair to dash attack (at low percents)
2. Fair to usmash (at low percents)
3. Fair to ftilt (at low percents)
4. Fair to grab (at low percents)
5. Fair to dtilt (at low percents)
6. Fair to up tilt (at low percents)
7. Fair to fsmash (at low percents)
8. Fair to dsmash (at low percents)
9. Fair to jab (at low percents)
10. Fair to fair (at mid percents)
11. Fair to rar bair (at low to mid percents)
12. Fair to nair (at low percents)
13. Nair to grab (at low percents)
14. Nair to dash attack (at low percents)
15. Nair to dtilt (at low percents)
16. Nair to jab (at low percents)
17. Nair to fsmash (only works at very low percents)
18. Nair to up tilt (at low percents)
19. Nair to bair (Works at very low percents. rar nair to bair is a kill setup at 50-70, but it can be avoided with DI)
20. Bair to ftilt (only works at very low percents).
21. Bair to grab (at low percents)
22. Bair to dash attack (at low percents)
23. Bair to up smash (at low percents)
24. Up tilt to up tilt (only works at very low percents).
25. Up tilt to grab (The opponent must be grounded. Works at very low percents)
2. Fair to usmash (at low percents)
3. Fair to ftilt (at low percents)
4. Fair to grab (at low percents)
5. Fair to dtilt (at low percents)
6. Fair to up tilt (at low percents)
7. Fair to fsmash (at low percents)
8. Fair to dsmash (at low percents)
9. Fair to jab (at low percents)
10. Fair to fair (at mid percents)
11. Fair to rar bair (at low to mid percents)
12. Fair to nair (at low percents)
13. Nair to grab (at low percents)
14. Nair to dash attack (at low percents)
15. Nair to dtilt (at low percents)
16. Nair to jab (at low percents)
17. Nair to fsmash (only works at very low percents)
18. Nair to up tilt (at low percents)
19. Nair to bair (Works at very low percents. rar nair to bair is a kill setup at 50-70, but it can be avoided with DI)
20. Bair to ftilt (only works at very low percents).
21. Bair to grab (at low percents)
22. Bair to dash attack (at low percents)
23. Bair to up smash (at low percents)
24. Up tilt to up tilt (only works at very low percents).
25. Up tilt to grab (The opponent must be grounded. Works at very low percents)
These combos require some space to pull off. You have to run behind the missile for 2-10. These combos work at any reasonable percent. 1-8 and 12 are kill confirms. 9-11 can also kill, but they kill too late.
1. Missile to charge blast (super) 48.6%
Missile to charge blast (homing) 40.2% (This is a kill confirm with midrange spacing. Homing missiles are more reliable, but the confirm kills earlier with super missile).
2. Missile to dash attack (super) 30.6%
Missile to dash attack (homing) 22.2% (3-5 training units away for super missile.)
3. Missile to grab (up throw to up air does 48.6% super and 40.2% homing)
Missile to up throw nair does 45% super and 36.6% homing.
Missile to dthrow bair does 41.4% super and 33% homing.
Missile to dthrow nair does 37.8% super and 29.4% homing.
(3-5 training units away for super missile.)
4. Homing missile to fsmash 29.9% (Super missile to fsmash is true at low percents and does 39.3%, but the knockback of the super missile is too high at kill percents)
5. Homing missile to usmash 30%
6. Missile to dsmash (super) 31.2%
Missile to dsmash (homing) 22.8% (about 4 training units away for super missile).
7. missile to dtilt (super) 34.2%
Missile to dtilt (homing) 25.8% (about 4 training units away for missile)
8. Homing missile to utilt 21%
9. Homing missile to ftilt 24.6%
10. Homing missile to jab 19.8%
11. Homing missile to sh fair 17.1%
12. Homing missile to super missile to cb 57.6% (Requires almost the entire stage. You will have to shoot cb before the missiles hit)
1. Missile to charge blast (super) 48.6%
Missile to charge blast (homing) 40.2% (This is a kill confirm with midrange spacing. Homing missiles are more reliable, but the confirm kills earlier with super missile).
2. Missile to dash attack (super) 30.6%
Missile to dash attack (homing) 22.2% (3-5 training units away for super missile.)
3. Missile to grab (up throw to up air does 48.6% super and 40.2% homing)
Missile to up throw nair does 45% super and 36.6% homing.
Missile to dthrow bair does 41.4% super and 33% homing.
Missile to dthrow nair does 37.8% super and 29.4% homing.
(3-5 training units away for super missile.)
4. Homing missile to fsmash 29.9% (Super missile to fsmash is true at low percents and does 39.3%, but the knockback of the super missile is too high at kill percents)
5. Homing missile to usmash 30%
6. Missile to dsmash (super) 31.2%
Missile to dsmash (homing) 22.8% (about 4 training units away for super missile).
7. missile to dtilt (super) 34.2%
Missile to dtilt (homing) 25.8% (about 4 training units away for missile)
8. Homing missile to utilt 21%
9. Homing missile to ftilt 24.6%
10. Homing missile to jab 19.8%
11. Homing missile to sh fair 17.1%
12. Homing missile to super missile to cb 57.6% (Requires almost the entire stage. You will have to shoot cb before the missiles hit)
1. Flame pillar to charge blast 47.5% (This is a kill confirm. There is a thread that includes maximum combo percents for most characters)
2. Flame pillar to Flame pillar 32.6% (Can get 2-4 depending on the opponent's fall speed and weight. The best known combo is 4 flame pillars to charge blast for up to 96.4% depending on the opponent's DI)
3. Flame pillar to grab (uthrow to nair) 41.9%
Flame pillar to grab (dthrow to bair) 38.3%
Flame pillar to grab (dthrow to nair) 34.7%
4. Flame pillar to dash attack 29.5%
5. Flame pillar to sh fair 24.4%
6. Flame pillar to fsmash 38.2%
7. Flame pillar to dsmash 30.1%
8. Flame pillar to usmash 37.3%
9. Flame pillar to dtilt 33.1%
10. Flame pillar to ftilt 31.9%
11. Flame pillar to utilt 28.3%
12. Flame pillar to jab 27.1%
13. Flame pillar to sh nair 26.5%
14. Flame pillar to rar sh bair 29.9% (kill confirm)
15. Flame pillar to bomb drop 30.1%
2. Flame pillar to Flame pillar 32.6% (Can get 2-4 depending on the opponent's fall speed and weight. The best known combo is 4 flame pillars to charge blast for up to 96.4% depending on the opponent's DI)
3. Flame pillar to grab (uthrow to nair) 41.9%
Flame pillar to grab (dthrow to bair) 38.3%
Flame pillar to grab (dthrow to nair) 34.7%
4. Flame pillar to dash attack 29.5%
5. Flame pillar to sh fair 24.4%
6. Flame pillar to fsmash 38.2%
7. Flame pillar to dsmash 30.1%
8. Flame pillar to usmash 37.3%
9. Flame pillar to dtilt 33.1%
10. Flame pillar to ftilt 31.9%
11. Flame pillar to utilt 28.3%
12. Flame pillar to jab 27.1%
13. Flame pillar to sh nair 26.5%
14. Flame pillar to rar sh bair 29.9% (kill confirm)
15. Flame pillar to bomb drop 30.1%
Bomb drop can combo into a lot of Gunner's moves depending on spacing. Usually the bomb has to bounce on the ground before hitting the opponent for Gunner to get the combo.
1. Bomb drop to charge blast 44.4% (This is a kill confirm. Fh bomb to dj cb kills Zelda at 60. You can also shoot the charge blast behind a bomb after it bounces a couple of times to get the confirm).
Bomb drop to full cb to grab (uthrow to nair) 72.0%
Bomb drop to full cb to grab (dthrow to bair) 68.4%
Bomb drop to full cb to grab (dthrow to nair) 64.8%
(At low percents and close range. Dthrow to bair is a frame trap that works best on DI out)
Bomb drop full cb to dash attack 57.6% (At low percents)
Charge blast must hit after the bomb to get the right angle for low percent full cb combos.
2. Bomb drop to uair 29.5% (The bomb has to knock the opponent into Gunner. This is a kill confirm. It is easier to set up the confirm by the ledge)
3. Bomb drop to fair 21.3% (True at low percents from fh bomb drop. You can follow the bomb to get this at later percents).
4. Bomb drop to sh bair 26.8% (This is a kill confirm. It is easier to set up the confirm by the ledge)
5. Bomb drop to cannon jump kick 33.6% (This is a kill confirm. You can follow the bomb or get the confirm at the ledge)
6. Bomb drop to sh nair 23.4%
7. Bomb drop to up smash 34.2% (very hard to get the whole up smash to combo at kill percents since the bomb can knock the opponent out).
8. Bomb drop to up tilt 25.2% (This is a kill confirm. You can follow the bomb or get the confirm at the ledge).
9. Bomb drop to dsmash (back hit) 30%
Bomb drop to dsmash 27% (Both combos are kill confirms. You can follow the bomb or get the confirm at the ledge).
10. Bomb drop to flame pillar 29.5%
11. Bomb drop to grab (uthrow to uair) 44.4%
Bomb drop to grab (uthrow to nair) 40.8%
Bomb drop to grab (dthrow to bair) 37.2%
Bomb drop to grab (dthrow to nair) 33.6%
12. Bomb drop to jab 24%
13. Bomb drop to dash attack 26.4% (This is a kill confirm. You can follow the bomb or get the confirm at the ledge)
14. Bomb drop to fsmash (usually the bomb hits the opponent too far to get hit by the whole fsmash).
15. Bomb drop to dtilt 30% (This is a kill confirm. You can follow the bomb or get the confirm at the ledge)
16. Bomb drop to ftilt 28.8%
17. Bomb drop to bomb drop 26.4%
18. Bomb drop to super missile to cb 61.8% (At a range that is around half of FD. You will have to shoot cb before the super missile hits)
1. Bomb drop to charge blast 44.4% (This is a kill confirm. Fh bomb to dj cb kills Zelda at 60. You can also shoot the charge blast behind a bomb after it bounces a couple of times to get the confirm).
Bomb drop to full cb to grab (uthrow to nair) 72.0%
Bomb drop to full cb to grab (dthrow to bair) 68.4%
Bomb drop to full cb to grab (dthrow to nair) 64.8%
(At low percents and close range. Dthrow to bair is a frame trap that works best on DI out)
Bomb drop full cb to dash attack 57.6% (At low percents)
Charge blast must hit after the bomb to get the right angle for low percent full cb combos.
2. Bomb drop to uair 29.5% (The bomb has to knock the opponent into Gunner. This is a kill confirm. It is easier to set up the confirm by the ledge)
3. Bomb drop to fair 21.3% (True at low percents from fh bomb drop. You can follow the bomb to get this at later percents).
4. Bomb drop to sh bair 26.8% (This is a kill confirm. It is easier to set up the confirm by the ledge)
5. Bomb drop to cannon jump kick 33.6% (This is a kill confirm. You can follow the bomb or get the confirm at the ledge)
6. Bomb drop to sh nair 23.4%
7. Bomb drop to up smash 34.2% (very hard to get the whole up smash to combo at kill percents since the bomb can knock the opponent out).
8. Bomb drop to up tilt 25.2% (This is a kill confirm. You can follow the bomb or get the confirm at the ledge).
9. Bomb drop to dsmash (back hit) 30%
Bomb drop to dsmash 27% (Both combos are kill confirms. You can follow the bomb or get the confirm at the ledge).
10. Bomb drop to flame pillar 29.5%
11. Bomb drop to grab (uthrow to uair) 44.4%
Bomb drop to grab (uthrow to nair) 40.8%
Bomb drop to grab (dthrow to bair) 37.2%
Bomb drop to grab (dthrow to nair) 33.6%
12. Bomb drop to jab 24%
13. Bomb drop to dash attack 26.4% (This is a kill confirm. You can follow the bomb or get the confirm at the ledge)
14. Bomb drop to fsmash (usually the bomb hits the opponent too far to get hit by the whole fsmash).
15. Bomb drop to dtilt 30% (This is a kill confirm. You can follow the bomb or get the confirm at the ledge)
16. Bomb drop to ftilt 28.8%
17. Bomb drop to bomb drop 26.4%
18. Bomb drop to super missile to cb 61.8% (At a range that is around half of FD. You will have to shoot cb before the super missile hits)
Gunner's jab lock options are jab, homing missiles, lasers and small charge blasts depending on percent. Any missed tech can be punished with a jab lock, but these moves are particularly hard to tech at certain percents.
1. Fthrow at low percents.
2. Nair at low to mid percents
3. Jab at low percents
4. Ftilt at low percents
1. Fthrow at low percents.
2. Nair at low to mid percents
3. Jab at low percents
4. Ftilt at low percents
1. Bomb drop to missile to charge blast
2. Back hit of dsmash (kills around 50% when fully charged)
3. Bomb drop to dair
4. Bomb drop to bair to charge blast (Place the bomb behind the opponent to get the combo)
5. Bomb drop to ftilt to charge blast (Place the bomb behind the opponent to get the combo)
2. Back hit of dsmash (kills around 50% when fully charged)
3. Bomb drop to dair
4. Bomb drop to bair to charge blast (Place the bomb behind the opponent to get the combo)
5. Bomb drop to ftilt to charge blast (Place the bomb behind the opponent to get the combo)
1. Grenade to grab (up throw to up air) 45.2% (kill confirm)
Grenade to grab (up throw to nair) 41.6%
Grenade to grab (dthrow to bair) 38%
Grenade to grab (dthrow to nair) 34.4%
(Dthrow to bair is a frame trap that works best on DI out)
2. Grenade to dash attack 27.2% (kill confirm)
3. Grenade to up tilt 26% (kill confirm)
4. Grenade to dsmash (back hit) 30.8%
Grenade to dsmash (front hit) 27.8% (Both combos are kill confirms)
5. Grenade to up smash 35% (kill confirm)
6. Grenade to missile (Super missile) 31.4% (kill confirm)
Grenade to missile (homing missile) 23%
7. Grenade to stealth burst 35.6% (kill confirm)
8. Grenade to fsmash 35.9% (kill confirm)
9. Grenade to ftilt 29.6%
10. Grenade to jab 24.8%
11. Grenade to dtilt 30.8% (kill confirm)
12. Grenade to Grenade 28% (Can get 2-3 depending on spacing. The best known combos are 3 grenades into up smash for 63%, and 2 grenades into bair for a 43.6% kill confirm)
Grenade to grab (up throw to nair) 41.6%
Grenade to grab (dthrow to bair) 38%
Grenade to grab (dthrow to nair) 34.4%
(Dthrow to bair is a frame trap that works best on DI out)
2. Grenade to dash attack 27.2% (kill confirm)
3. Grenade to up tilt 26% (kill confirm)
4. Grenade to dsmash (back hit) 30.8%
Grenade to dsmash (front hit) 27.8% (Both combos are kill confirms)
5. Grenade to up smash 35% (kill confirm)
6. Grenade to missile (Super missile) 31.4% (kill confirm)
Grenade to missile (homing missile) 23%
7. Grenade to stealth burst 35.6% (kill confirm)
8. Grenade to fsmash 35.9% (kill confirm)
9. Grenade to ftilt 29.6%
10. Grenade to jab 24.8%
11. Grenade to dtilt 30.8% (kill confirm)
12. Grenade to Grenade 28% (Can get 2-3 depending on spacing. The best known combos are 3 grenades into up smash for 63%, and 2 grenades into bair for a 43.6% kill confirm)
1. Full charge blast to dash attack (at super low percents)
2. Full charge blast to grab (at super low percents)
3. Fair to charge blast (this is a kill confirm)
4. Nair to charge blast (at low percents)
2. Full charge blast to grab (at super low percents)
3. Fair to charge blast (this is a kill confirm)
4. Nair to charge blast (at low percents)
This is the guide for the maximum damage potential from each move. Damage is calculated with the base 1v1 values. Throw combos are covered at the beginning of this post. Grenade, flame pillar, missiles and bomb drop are also covered above.
No true combos, but it can force techs at low percents. Charge blast can cover every tech option.
No true combos, but it can force techs at low to mid percents. Charge blast can cover every tech option.
Up tilt to grab (up throw to nair) 39.6%
Up tilt to grab (dthrow to bair) 36%
Up tilt to grab (dthrow to nair) 32.4%
(At very low percents. The opponent must be grounded. Dthrow to bair is a frame trap that works best on DI out)
Uptilt to up tilt 24% (at very low percents)
Up tilt to grab (dthrow to bair) 36%
Up tilt to grab (dthrow to nair) 32.4%
(At very low percents. The opponent must be grounded. Dthrow to bair is a frame trap that works best on DI out)
Uptilt to up tilt 24% (at very low percents)
No true combos. It is a kill move that is difficult to punish on shield.
No true combos. It is a kill move that can cross up shields at close range. It is also a combo finisher that is easy to land.
No true combos. Strong combo finisher.
No true combos. Strong combo finisher.
No true combos. Strong combo finisher.
Sh= short hop.
Sh Nair to charge blast 41.4% (only works at very low percents)
Sh Nair to grab (up throw to nair) 37.8%
Sh Nair to grab (dthrow to bair) 34.2%
Sh Nair to grab (dthrow to nair) 30.6%
(at low percents. Dthrow to bair is a frame trap that works best on DI out)
Sh Nair to dash attack 23.4% (at low percents)
Sh Nair to dtilt 27.0% (at low percents)
Sh Nair to jab 21.0% (at low percents)
Sh Nair to fsmash 32.1% (only works at very low percents)
Sh Nair to up tilt 22.2% (at low percents)
Sh Nair to charge blast 41.4% (only works at very low percents)
Sh Nair to grab (up throw to nair) 37.8%
Sh Nair to grab (dthrow to bair) 34.2%
Sh Nair to grab (dthrow to nair) 30.6%
(at low percents. Dthrow to bair is a frame trap that works best on DI out)
Sh Nair to dash attack 23.4% (at low percents)
Sh Nair to dtilt 27.0% (at low percents)
Sh Nair to jab 21.0% (at low percents)
Sh Nair to fsmash 32.1% (only works at very low percents)
Sh Nair to up tilt 22.2% (at low percents)
Sh= short hop
Fh= full hop
Sh fair to charge blast 39.3% (at low percents to mid percents, and a kill confirm at high percents. Sh or fh cb would be needed for the kill confirm)
Sh Fair to dash attack 21.3% (at low percents)
Sh Fair to usmash 29.1% (at low percents)
Sh Fair to ftilt 23.7% (at low percents)
Sh Fair to grab (uthrow to nair) 35.7%
Sh Fair to grab (dthrow to bair) 32.1%
Sh Fair to grab (dthrow to nair) 28.5%
(at low percents. Dthrow to bair is a frame trap that works best on DI out)
Sh Fair to dtilt 24.9% (at low percents)
Sh Fair to up tilt 20.1% (at low percents)
Sh Fair to fsmash 30.0% (at low percents)
Sh Fair to dsmash 21.9% (at low percents)
Sh Fair to jab 18.9% (at low percents)
Sh Fair to fh fair 17.7% (at mid percents)
11. Fair to sh rar bair 21.7% (at low to mid percents)
12. Fair to sh nair 18.3% (at low percents)
Fh= full hop
Sh fair to charge blast 39.3% (at low percents to mid percents, and a kill confirm at high percents. Sh or fh cb would be needed for the kill confirm)
Sh Fair to dash attack 21.3% (at low percents)
Sh Fair to usmash 29.1% (at low percents)
Sh Fair to ftilt 23.7% (at low percents)
Sh Fair to grab (uthrow to nair) 35.7%
Sh Fair to grab (dthrow to bair) 32.1%
Sh Fair to grab (dthrow to nair) 28.5%
(at low percents. Dthrow to bair is a frame trap that works best on DI out)
Sh Fair to dtilt 24.9% (at low percents)
Sh Fair to up tilt 20.1% (at low percents)
Sh Fair to fsmash 30.0% (at low percents)
Sh Fair to dsmash 21.9% (at low percents)
Sh Fair to jab 18.9% (at low percents)
Sh Fair to fh fair 17.7% (at mid percents)
11. Fair to sh rar bair 21.7% (at low to mid percents)
12. Fair to sh nair 18.3% (at low percents)
Sh= short hop
Sh Bair to ftilt 29.2% (only works at very low percents).
Sh Bair to grab (uthrow to nair) 41.2%
Sh Bair to grab (dthrow to bair) 37.6%
Sh Bair to grab (dthrow to nair) 34%
(At low percents. Dthrow to bair is a frame trap that works best on DI out.)
Sh Bair to dash attack 26.8% (at low percents)
Sh Bair to up smash 37.6% (at low percents)
Sh Bair to ftilt 29.2% (only works at very low percents).
Sh Bair to grab (uthrow to nair) 41.2%
Sh Bair to grab (dthrow to bair) 37.6%
Sh Bair to grab (dthrow to nair) 34%
(At low percents. Dthrow to bair is a frame trap that works best on DI out.)
Sh Bair to dash attack 26.8% (at low percents)
Sh Bair to up smash 37.6% (at low percents)
Up air is difficult to use for combos, but it is a good kill move. I have gotten the first hit of falling up air to combo into up tilt, but it is not easy to execute while figuring out what direction it sends the opponent. Falling up air is good for strings, and up throw can at least frame trap into sh up air at mid percents.
Can combo into dash attack at around 50%. Occasional combo finisher. It can kill pretty early against characters with a poor recovery. a landing mixup, but it's usage is limited by its slow startup. Gunner's worst move.
Full cb to grab (uthrow to nair) 58.8%
Full cb to grab (dthrow to bair) 55.2%
Full cb to grab (dthrow to nair) 51.6%
(At low percents and close range. Dthrow to bair is a frame trap that works best on DI out)
Full cb to dash attack 44.4% (At low percents and close range)
Full cb to grab (dthrow to bair) 55.2%
Full cb to grab (dthrow to nair) 51.6%
(At low percents and close range. Dthrow to bair is a frame trap that works best on DI out)
Full cb to dash attack 44.4% (At low percents and close range)
No true combos. It is a transcendent zoning tool with a quick startup.
No true combos. It is a kill move.
No true combos. Lunar launch and cannon jump kick can be combo finishers.
No true combos unless the reflected projectile doesn't knock the opponent away. In these cases, up smash is a true combo. Can be a combo breaker.
No true combos unless you absorb something. If you absorb something, the move can be canceled early to combo into anything frame 12 or faster. Can be an OOS option and a two frame option.
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